Doing It My Way - Freelance Traveller
Doing It My Way - Freelance Traveller
Doing It My Way - Freelance Traveller
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<strong>Doing</strong> <strong>It</strong> <strong>My</strong> <strong>Way</strong><br />
<strong>Traveller</strong> for the 21st Century<br />
by John Snead<br />
<strong>Traveller</strong> is one of the oldest SF RPGs and<br />
many people now treat it as retro-SF modeled on<br />
the space opera novels of the 1960s and 1970s.<br />
While it can do this well, during the 1980s and<br />
early 1990s, the writers and developers at both<br />
GDW and DGP did their best to keep <strong>Traveller</strong><br />
feeling like the sort of SF that was current at this<br />
time. However, these efforts (along with GDW)<br />
ended around 15 years ago. Since that time, personal<br />
electronics and the internet have changed<br />
many of our assumptions about technology, and SF<br />
has also changed.<br />
With the publication of The New Space Opera<br />
(edited by Gardner Dozois and Jonathan Strahan) in<br />
2008, we have seen a strong resurgence of space<br />
opera stories and novels that are the clear descendents<br />
of the works that spawned <strong>Traveller</strong>. <strong>My</strong><br />
goal in this article is to provide some suggestions<br />
for helping to update <strong>Traveller</strong> to a modern understanding<br />
of technology and modern ideas about<br />
space opera, without transforming it into a different<br />
game. This article is in three parts: the first is about<br />
updating <strong>Traveller</strong> to better fit with our current understanding<br />
of various technologies, specifically<br />
electronics and biotechnology. The 2nd part is a list<br />
of common personal electronics used in the Imperium,<br />
and the third is a discussion of modern<br />
space opera and how to tweak <strong>Traveller</strong> so that it<br />
feels more like modern space opera, while still definitively<br />
remaining the same excellent RPG that<br />
we know and love. All three articles contain a few<br />
footnotes that are listed at the end of the third article.<br />
These footnotes are all references to various<br />
web pages detailing new technologies that are both<br />
changing our world and that would be available in<br />
the Imperium.<br />
Part I: <strong>Traveller</strong> and Modern Technology<br />
One of the most important points to keep in<br />
mind is that <strong>Traveller</strong> was created well before the<br />
advent of the sort of modern communication and<br />
data access that many of us now take for granted.<br />
When <strong>Traveller</strong> was new, there was no public<br />
internet, cell phones did not exist, and universal<br />
wireless data access was barely imagined in SF.<br />
However, we now live in a very different world.<br />
Today, telling players that their PCs, who are carrying<br />
around TL 12 gear, cannot access whatever<br />
information they want when they are in range of<br />
their ship or a planetary data network is going to<br />
puzzle and annoy players who carry a smartphone<br />
or similar device and have grown to expect this sort<br />
of data access in the present day.<br />
I‘ve heard various older gamers say that cell<br />
phones and smart phones and similar devices ruin<br />
many standard RPG plots. I firmly believe that the<br />
existence of such devices and technologies changes<br />
these plots, but that they provide as many new opportunities<br />
as they eliminate. For modern day examples<br />
of how to use such technologies in adventure<br />
plots, take a look at TV shows like Burn Notice<br />
or Leverage. <strong>It</strong>‘s not difficult to mine these<br />
shows for examples of how instant and ubiquitous<br />
communications and data access can enhance RPG<br />
plots, including <strong>Traveller</strong> plots.<br />
Here are a few suggestions for updating electronics,<br />
computers, and biotechnology in <strong>Traveller</strong>.<br />
These modifications will not significantly change<br />
the nature of the Imperium and will have little impact<br />
on play for players who are used to both using<br />
smartphones in their daily life and seeing similar<br />
electronics used in modern day crime and espionage<br />
movies and TV shows. However, these<br />
changes will both keep <strong>Traveller</strong> from feeling<br />
―retro‖ and also allow GMs and players with expectations<br />
of the future based upon their experiences<br />
in the modern day to more comfortably enjoy<br />
gaming in the Imperium.<br />
We live in an era where augmented reality is<br />
starting to become mainstream 1 , where electronics<br />
can give people new senses 2 , or replace their existing<br />
ones 3 , and where robots are beginning to perform<br />
science on their own 4 , and robots have surpassed<br />
human dexterity 5 . There seems to me to be<br />
no excuse to not look to these technological wonders<br />
and let them inform <strong>Traveller</strong>.<br />
Changing Modern Tech Levels<br />
When <strong>Traveller</strong> was written, humanity was a<br />
TL 7 species; by the early 90s, we had achieved TL<br />
(Continued on page 16)<br />
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